A Web-Based Card Game Simulation for Optimal Strategy Development

A web-based human-computer interaction experiment simulates a game where points are scored on a board by matching pairs, opposites, or sequences of cards. The original game that inspired this experiment was modified to eliminate random card drawing. Having all cards available to each player in each move shifts the focus to skill instead of luck. An algorithm ranking all possible moves a single step in advance by points scored is pitted against human players. A modified version of the strategy favoring moves that set up future card sequences is also tested. Assigning a greater weight to playing cards that could form a sequence, even if the plan may be interrupted by the other player, allows for a more sophisticated approach while avoiding computationally intensive long-term simulation. Games are played with human or algorithm players taking the first turn to mitigate second-player advantage. Board widths of three, four, and five were tested, and only cases with a height less than or equal to the width were included to limit the scope of the study. In most cases, the algorithm focusing on chains wins against users, outperforming the baseline single-move simulation, and providing a guideline for further development.

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Publication Details

Published
2025-06-02
DOI
https://doi.org/10.1109/mipro65660.2025.11131986
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

A Web-Based Card Game Simulation for Optimal Strategy Development

Jonatan Lerga, Lucija Žužić
Educational Games and Gamification
article

A Web-Based Card Game Simulation for Optimal Strategy Development

Jonatan Lerga, Lucija Žužić
article en

Abstract

A web-based human-computer interaction experiment simulates a game where points are scored on a board by matching pairs, opposites, or sequences of cards. The original game that inspired this experiment was modified to eliminate random card drawing. Having all cards available to each player in each move shifts the focus to skill instead of luck. An algorithm ranking all possible moves a single step in advance by points scored is pitted against human players. A modified version of the strategy favoring moves that set up future card sequences is also tested. Assigning a greater weight to playing cards that could form a sequence, even if the plan may be interrupted by the other player, allows for a more sophisticated approach while avoiding computationally intensive long-term simulation. Games are played with human or algorithm players taking the first turn to mitigate second-player advantage. Board widths of three, four, and five were tested, and only cases with a height less than or equal to the width were included to limit the scope of the study. In most cases, the algorithm focusing on chains wins against users, outperforming the baseline single-move simulation, and providing a guideline for further development.

University of Rijeka (HR)
Openalex Percentile: Top 75%
Educational Games and Gamification
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